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imposible Newbie cheater
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Joined: 12 Jan 2015 Posts: 22
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Posted: Thu Jan 15, 2015 6:32 am Post subject: 60 million pointers to the same variable??? WTF!! |
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What does it means when I find 60 millions pointers to the same variable???
61,457,019 pointers???
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Dark Byte Site Admin
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Joined: 09 May 2003 Posts: 25820 Location: The netherlands
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Posted: Thu Jan 15, 2015 6:35 am Post subject: |
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restart the game, or computer, or move the .ptr files to another computer with the same game
Then find the address again, and do a rescan for this new address with the current list
That will remove the wrong paths. (you may still have several million left, but is fine so just pick one you like)
If none are left, restart the whole scan but with a higher level/offsetsize _________________
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imposible Newbie cheater
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Joined: 12 Jan 2015 Posts: 22
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Posted: Thu Jan 15, 2015 6:50 am Post subject: |
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| Dark Byte wrote: | restart the game, or computer, or move the .ptr files to another computer with the same game
Then find the address again, and do a rescan for this new address with the current list
That will remove the wrong paths. (you may still have several million left, but is fine so just pick one you like)
If none are left, restart the whole scan but with a higher level/offsetsize |
But what is going on? another variable has 400 million pointers. The game does not use enough memory to store all these pointers. The code would all be pointers to one variable.
Is this normal?
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Dark Byte Site Admin
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Joined: 09 May 2003 Posts: 25820 Location: The netherlands
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Posted: Thu Jan 15, 2015 7:02 am Post subject: |
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That is normal yes.
See the pointerscanner as a routeplanner and every pointer as a street with sideways in it that lead to another road (pointer)
There is a finite number of pointers yes, but an infinite number of paths you can get from point A to point B (e.g A -> C -> D -> E -> B)
(and in this case B is any address that is static)
the pointerscan has some limits to prevent the infinite number from being an issue by limiting the number of roads taken to get to point B (max level) and how many sideways it should check out (max offset) and secondary options like no-looping pointers so that it never goes over a road(pointer) it previously walked
Now, when you restart the game a lot of these paths will become invalid, but some of them will stay the same, and those are the ones you're interested in. That is why you need to do a rescan on a new instance of the game, so you filter out the bad ones
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(Instead of the work "pointercount" I think "pointer paths" would be a better description. I'll change it) _________________
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imposible Newbie cheater
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Posted: Thu Jan 15, 2015 7:38 am Post subject: |
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| Dark Byte wrote: | Now, when you restart the game a lot of these paths will become invalid, but some of them will stay the same, and those are the ones you're interested in. That is why you need to do a rescan on a new instance of the game, so you filter out the bad ones
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But if I restart the game I will not find this address. Each time I restart the game, I find like 100 possible candidates. Sometimes 250, sometimes 30...
I'm looking for a variable of an instance of a class. And there are dozens of instances of that class. I don't even know what variable it is... |
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Dark Byte Site Admin
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Joined: 09 May 2003 Posts: 25820 Location: The netherlands
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Posted: Thu Jan 15, 2015 7:42 am Post subject: |
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Don't try finding a pointer for something until you're sure that address actually has an effect on the game and that you have a way to find it.
You could try a rescan and set it to only discard paths that point to non-existant memory _________________
Do not ask me about online cheats. I don't know any and wont help finding them.
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imposible Newbie cheater
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Joined: 12 Jan 2015 Posts: 22
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Posted: Thu Jan 15, 2015 8:36 am Post subject: |
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| Dark Byte wrote: | Don't try finding a pointer for something until you're sure that address actually has an effect on the game and that you have a way to find it.
You could try a rescan and set it to only discard paths that point to non-existant memory |
Ok. Thanks for your explanation and help.
I know that those addresses have an effect on the part of the game I am investigating. But I need to know if they have an effect on another parts (other class instances), and for that purpose, I need the pointers.
I explain that just for informative purposes. I accept that my method may not be appropriate. I will change the strategy. |
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